Originally Posted by
Directionalk9
For the record that's how I saw the Pocket Factory ability working. But Teriz has stated numerous times that abilities have to work differently than other class's abilities.
Most of Gazlowe's HoTS abilities and even the WC3 Tinker unit abilities are in the game under new names.
Rock It Turret, is just Searing Totem, a clunkier Searing Totem. As after you put it down, you have to target and then tell it to attack.
Cluster Rockets is Volley, but instead of arrows its mini missles. You could change it and have each rocket do some splash damage.
Robo-Goblin (wc3) is just fortifying brew mixed with that old Feral Druid ability King of the Jungle (is that still in game?)
Salvager is just Totemic Recall, altered slightly by the fact that your turret has to die, not a copy but definitely very similar
Deth Lazor seems a bit OP for WoW combat mechanics, but could be altered to be more like DH eye beam. (again I'm fine with stuff like that)
Xplodium Charge is a hunters explosive trap, if tinkers have it, there's a lot more you could do with it, but as it stands its not different
Grav-o-Bomb seems unique, funny i had a tinker ability that was a gravity beacon, but it was more of a short term CC spell in my mind
and finally different mechs for different specs is just druids, different forms for different specs, its literally just a visual change.